/work/obj-fuzz/dist/include/DecomposeIntoNoRepeatTriangles.h
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1 | | /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ |
2 | | /* vim: set ts=8 sts=4 et sw=4 tw=80: */ |
3 | | /* This Source Code Form is subject to the terms of the Mozilla Public |
4 | | * License, v. 2.0. If a copy of the MPL was not distributed with this |
5 | | * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ |
6 | | |
7 | | #ifndef DecomposeIntoNoRepeatTriangles_h_ |
8 | | #define DecomposeIntoNoRepeatTriangles_h_ |
9 | | |
10 | | #include "GLTypes.h" |
11 | | #include "nsRect.h" |
12 | | #include "nsTArray.h" |
13 | | |
14 | | namespace mozilla { |
15 | | namespace gl { |
16 | | |
17 | | /** Helper for DecomposeIntoNoRepeatTriangles |
18 | | */ |
19 | | class RectTriangles { |
20 | | public: |
21 | | typedef struct { GLfloat x,y; } coord; |
22 | | |
23 | | // Always pass texture coordinates upright. If you want to flip the |
24 | | // texture coordinates emitted to the tex_coords array, set flip_y to |
25 | | // true. |
26 | | void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, |
27 | | GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1, |
28 | | bool flip_y = false); |
29 | | |
30 | | /** |
31 | | * these return a float pointer to the start of each array respectively. |
32 | | * Use it for glVertexAttribPointer calls. |
33 | | * We can return nullptr if we choose to use Vertex Buffer Objects here. |
34 | | */ |
35 | 0 | InfallibleTArray<coord>& vertCoords() { |
36 | 0 | return mVertexCoords; |
37 | 0 | } |
38 | | |
39 | 0 | InfallibleTArray<coord>& texCoords() { |
40 | 0 | return mTexCoords; |
41 | 0 | } |
42 | | |
43 | 0 | unsigned int elements() { |
44 | 0 | return mVertexCoords.Length(); |
45 | 0 | } |
46 | | private: |
47 | | // Reserve inline storage for one quad (2 triangles, 3 coords). |
48 | | AutoTArray<coord, 6> mVertexCoords; |
49 | | AutoTArray<coord, 6> mTexCoords; |
50 | | |
51 | | static void |
52 | | AppendRectToCoordArray(InfallibleTArray<coord>& array, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1); |
53 | | }; |
54 | | |
55 | | /** |
56 | | * Decompose drawing the possibly-wrapped aTexCoordRect rectangle |
57 | | * of a texture of aTexSize into one or more rectangles (represented |
58 | | * as 2 triangles) and associated tex coordinates, such that |
59 | | * we don't have to use the REPEAT wrap mode. If aFlipY is true, the |
60 | | * texture coordinates will be specified vertically flipped. |
61 | | * |
62 | | * The resulting triangle vertex coordinates will be in the space of |
63 | | * (0.0, 0.0) to (1.0, 1.0) -- transform the coordinates appropriately |
64 | | * if you need a different space. |
65 | | * |
66 | | * The resulting vertex coordinates should be drawn using GL_TRIANGLES, |
67 | | * and rects.numRects * 3 * 6 |
68 | | */ |
69 | | void DecomposeIntoNoRepeatTriangles(const gfx::IntRect& aTexCoordRect, |
70 | | const gfx::IntSize& aTexSize, |
71 | | RectTriangles& aRects, |
72 | | bool aFlipY = false); |
73 | | |
74 | | } // namespace gl |
75 | | } // namespace mozilla |
76 | | |
77 | | #endif // DecomposeIntoNoRepeatTriangles_h_ |